// Sprite render
// Created by Ruben Rigole

#pragma once

#include <vector>

class Sprite;

class SpriteRender
{
public:
	SpriteRender();
	virtual  ~SpriteRender();

	void Draw();
	void AddSprite(Sprite* s);
	void Tick(float dTime);

private:
	HRESULT Init();
	vector<Sprite*> m_Sprites;
	ID3DX10Sprite* m_RenderPtr;
	ID3D10BlendState* m_BlendStatePtr;

	SpriteRender(const SpriteRender &t);
	SpriteRender& operator= (const SpriteRender &t);
};